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Coach Shawn

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Posts posted by Coach Shawn

  1. I have been thinking of this for a while. 

    Basically it is a way to simulate a QB going through his receiver progressions.  

    His first look is to the primary receiver.  If he is covered he goes to his next receiver and so on and so on.   Now In my idea I only break the “looks” into two groups; the primary receiver, and all the rest.

    So…

    After the defense is set you simply determine which player is your Primary receiver.  In solitaire I will randomly determine this, but in head to head the offensive coach will simply declare his choice.

    Now once the play is started the offensive coach decides which receiver he will actually target.

    • If the primary receiver is indeed the target then use normal rules for stick passing.
    • If any other receiver is used then you must go up to the next longest stick from the one you measure out.Thus a white stick pass to a primary receiver stays a white stick.

    Examples:

    Thus a white stick pass to the primary receiver stays a white stick. However if a white stick pass is targeting a secondary receiver then it becomes a “white stick with pressure”.   (If you don’t use the QB pressure stick rules then it would become a blue stick).

    If you target a secondary receiver AND the QB is under pressure then you must use a ball placement stick TWO levels longer.

    In this case a white stick pass becomes a blue stick pass.

    Ball placement sticks that I use (shortest to longest):

    1. Red stick
    2. Red Stick with pressure 
    3. White stick
    4. White stick with pressure 
    5. Blue stick
    6. Blue stick with pressure
    7. Blue stick with Orange stick added

    What I hope to achieve with this is to make passing a little harder.  Also To reward teams that can get their primary receiver open, ie Travis Kelce.

    Time will tell if it adds anything or whether it is not worth the trouble.

  2. Well for example, when we do a field goal we set up the offense and defense.  We then run the board for 1 second.  If any defender contacts the kicker in that time then the FG is blocked.  We use a timer and when it beeps we manually start the board, when the timer beeps again we stop the board.  The thing is one player starts and stops the board a split second slower or faster.  Reaction time to hearing the timer being different.   It seems like a minor difference but it often means a blocked kick or not.   
      So ideally when a FG is tried I should just hit the timer button labelled FG and it automatically turns the board on for exactly 1 second.   Thus the defense always gets their full second to blitz and the offense never gets stuck with the board running just a tad longer.

    and that applies to many timed situations.  Kick offs, Passing, fumble recoveries, etc

    • Like 1
  3. I wish there was a timer that would run your field motor for the specified time.  

    And that you could easily change the time duration with the touch of a button or turn of a dial.

    This would guarantee that time would fair to both players.

    The timer also needs a switch that can override the timer and shutoff the motor.  This would enable the offense to stop the motor during a pass play when they need to.

    • Like 2
  4. 1 minute ago, zak99b5 said:

    Oh--I also usually started most plays as pass plays, QB in shotgun.  But I also had a back set for a run.  If the pass wasn't there, I'd dump it to the back.  Basically an option play.

    I base my decision on the QB positioning on a few items;

    1.  how well does he move…is he fast enough to roll out of the pocket and avoid loopers.

    2.  How good are the opponents loopers.

    3.  Are you able to block out loopers.

    4.  Am I trying for a short/quick pass or do I need a long/more time  pass.

    • Like 2
  5. This system does not specify which formation to use.  Instead I try to use formations that complement the team’s capabilities but that has the flexibility to carry out a surprise Run result when you were expecting a pass play.

    I do use timeouts (3 per half) as a way to alter the dice roll.   So if you roll a play that you just know would be a disaster you can use a timeout to re-roll the play dice. If you have no timeouts left you are stuck with the original roll.

    or you may instead use the time out to shift the Run play to the opposite direction but keeping the corresponding hole to target, ie a run 4 becomes a run 3.  
     

    so anyway I hope this gives you some ideas.

    • Like 4
  6. I created a system using 12 sided dice.

    I set up offense. I then set up defense.

    Next determine which situation your team is in:  is it Run, Normal, or Pass?

    I determine this based on the chart below:

    Yds to

    Down

     

     

     

    Go 

    1st

    2nd

    3rd

    4th

    0 - 3

    Run

    Run

    Normal

    Normal

    4 - 7

    Run

    Normal

    Pass

    Pass

    8 - 10

    Normal 

    Pass

    Pass

    Pass

    11+

    Pass

    Pass

    Pass

    Pass

    Next roll on the correct column based on your situation.

     

    Run

    Normal

    Pass 

    1

    Run 1

    Run 3

    Run 3

    2

    Run 2

    Run 3

    Run 4

    3

    Run 3

    Run 4

    Run 5

    4

    Run 4

    Run 4

    Run 6

    5

    Run 5

    Run 5

    Pass

    6

    Run 6

    Run 6

    Pass 

    7

    Run 7

    Pass

    Pass 

    8

    Run 8

    Pass

    Pass 

    9

    Pass 

    Pass

    Pass

    10

    Pass 

    Pass

    Pass 

    11

    Pass 

    Pass 

    Pass

    12

    Pass 

    Pass

    Pass

    This gives you your play type. And for a run it tells you what hole the ball carrier must target.  Example, a Run 3 means the Ball carrier must target the hole between the left tackle and the left guard. (Odd numbers go left, even numbers indicate a run to the right).

    pivot offensive players to fit the play. I allow two pivots.

    If in a 2-minute drill situation roll 2d6; snake eyes indicate that you do a run play, all other results are pass. If you are killing the clock then roll 2d6 but snake eyes mean a pass with all others being a run.

    • Like 4
  7. please note that I am not claiming my version of EF is “the” perfect view, the perfection comes from  Norman Sass’s invention of EF.

    My view of electric football is that it allows football that is played in it’s purest form.

    that is why I only have penalties that are actually committed by the figures themselves or the Coach in head to head games, such as offsides,pass interference, too many men on the field, etc.

    I know a lot of coaches roll dice to introduce penalties and other random events into their games and this does give them a good simulation of actual NFL games. But for me I want to see the players decide the game as much as possible.

    For solitaire games I do roll dice to determine what play the team will run.  This introduces chance that can effect the outcome but I feel that the fact that it reduces bias out weighs that.  And my goal in solitaire is to develop teams that have the diversity of skill to be successful in a wide range of plays.  Thus the team that is better at running the greater variety of play types should win most of the time.

    Thanks for reading my ramble.

    • Like 3
  8. 34537712-8220-4E50-BDBF-C55887A02FAF.thumb.jpeg.fddacb3ae725122b793527d4a037cfdd.jpeg3ECB7D66-F458-491B-A1B4-69EC4F3C3AAB.thumb.jpeg.f0487c98437e11ae7e4db4016d234345.jpegI usually find old football trophies at thrift stores.  
    I then remove the engraved plate.  
    I then buy custom engraved plates from online trophy shops.

    This is a pic of the Trophy the coach gets for winning the Treasure Bowl.

     

    • Like 3
  9. On 11/2/2022 at 9:50 AM, nefgm.org said:

    Yeah, that is definitely something I would like to see. If nothing else, just the team names that would fit in the old score boards. I have a wide collection of old scoreboards and parts (scoring wheels and team name plates) that I keep for reference purposes and would be able to provide specs for. And attached is a reference document. 

    Grandstands, Scoreboards and Stadiums..pdf 6.57 MB · 1 download

     

    Great work on this study!  I love it.

    • Like 2
  10. This occurred during the recent Treasure Bowl.

    the Broncos were passing from the shotgun.  The QB was on a felt pad intended to keep him stationary.

    The Warhawks looper zips in for a sure sack but no! The QB has scooted  back just enough to avoid the sack.

    he then completed a pass for a 10 yard gain!

     

     

    • Like 5
  11. In my solitaire league the home team automatically wins the coin toss to start the game and thus they gain the usual choices.

    I toyed with many of the ideas you listed but decided to just go with auto winning the coin toss.

    some ideas not on your list:

    •home team gets an extra pivot.
    •home team gets extra timeouts.

  12. On 1/20/2023 at 3:33 PM, RickLM30 said:

    I roll 4 dice to determine the offense formation (pro set, strong T, balanced T, straight T, or I and whether slot or normal receiver set up, based on charts I have developed over the years.  The dice are  different colors, which I use to determine run or pass, based on the down, again using my own charts.  I have stacks of 3x5 cards with running plays, pass plays, draws, and screens drawn up and maintained in separate stacks.  Once I know it is a run or a pass, I can select one of the first three cards from the run stack, if a run, or the pass stack, if a pass.  Before each game, I shuffle each stack to ensure variety of plays each game. 

    I also roll 4 dice to determine the defense formation, secondary coverage, and blitzes based on charts I have developed, if any.  Again, the dice are different colors to determine what formation the defense will use (each team uses a base of either a 4-3 or a 3-4 plus 1 additional defense peculiar to that team)  For instance, the Eagles use a 4-3 base defense, but their alternate defense is the 46.)  The dice also determine blitzes and who is blitzing and what pass coverage will be used (man, strong side zone, weak side zone, cover 2, etc.

    Also, each team has their own short yardage defense, which i have the option to use and ignore the dice roll defense in short yardage situations.

    Not sure if this helps, but thought I'd throw my 2 cents in. 🙂

    This sounds like a good setup.  Since you have been using it for a while you have likely got it fine tuned pretty well.   
    If you are willing perhaps you could post your dice charts here.

    • Like 2
  13. I set up the offense prior to determining the exact play.

    I do have an idea of what type play it will likely be based on the down and distance, such as 3rd and 7 is s pass situation so odds favor a pass play.  Thus I set up the offense that anticipates that type play but has run options also.

    I then set up my defense based on the offensive setup.   
     

    next I roll dice to determine the exact play the offense will run.

    the offense can pivot two figures.  The defense does not get to make adjustments.

    then I run the play.

    Timeouts can be used by the offense to:

    • reroll the play dice.  The offense is then stuck with the new play.
    • shift runs to the opposite side but keeping the corresponding target hole, ie between the RG and RT becomes a run between the LG and LT.

    • Like 2
  14. TB VII stats

     

    Broncos

    Rushing Att/yards:   6 / 57.5 yards

    Rushing TDs: 1

    Pass Att/yards:  12-16/ 178 yards

    Passing TDs: 1

    Total offense yards:  235.5 yards

    Kick Return yards:   /  yards

    Kick Return TDs: 0

     3rd Down conversions: 1 of 3

    4th Down conversions: 1 of 1

    Time of Possession: 32 plays (4 KR, 21 Pass, 6 Rush)

     

    Warhawks 

    Rushing Att/yards:   12 / 95 yards

    Rushing TDs: 2

    Pass Att/yards:  6-9 /  136 yards

    Passing TDs: 1

    Total offense yards:  231 yards

    Kick Return yards:  3 / 60yards.

    Kick Return TDs: 0

    3rd Down conversions: 1 of 2

    4th Down conversions: N/A

    Time of Possession: 28 plays (3 KR, 10 Pass, 12 Rush, 1 Punt, 2 kneel)

     

    Player Stats

    Broncos Offense 

    #30 Terrell Davis; 1 Run, -1.5 yds; 1 Rec, 20 yds

    #26 Clinton Portis; 3 Runs, 46 yds, 1 TD; 3 Rec, 13.5 yds

    #28 Royce Freeman; 2 Runs, 13 yds; 1 Rec, 10 yds.

    #88 Demaryius Thomas; 4 KR, 142 yds; 1 Rec, 14 yds.

    #80 ; 2 Rec, 45 yds, 1 TD.

    #84 ; 2 Rec, 53.5 yds.

    #13; 2 Rec, 42 yds.

    #3 Drew Lock; Passing 12-16 for 178 yds, 1 TD, 1 TA, 2 Int, Sacked 3, Pressured 9 times.

     

    Warhawks Offense

    #34 Lou Partlow; 7 Runs, 49 yds; 1 Rec, 20 yds.

    #32 Bronko Nagurski; 3 Runs, 12 yds, 1 TD; 2 Rec, 24 yds.

    #87 Rob Gronkowski; 1 Rec, 55 yds, 1 TD

    #89 ; 1 Rec, 9 yds.

    #10 ; 1 Rec, 28 yds.

    #82 Dante Hall; 2 KR, 60 yds.

    #7 Doug Flutie; 3 Runs, 34 yds, 1 TD; Passing 6-9 for 136 yds, 1 TD; 1 TA

    • Like 1
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